Search found 13 matches

by Comrade
Fri Jun 29, 2018 7:52 am
Forum: Feature Requests
Topic: Job removal key
Replies: 15
Views: 4111

Re: Job removal key

I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party. You know there is a button on the interface to make them move as fast as the slowest person in the group. You mean the group run speed selection (that all selected characters need to be set ...
by Comrade
Mon Jun 25, 2018 9:53 am
Forum: Feature Requests
Topic: Ancient sieges/besieged system ideas
Replies: 10
Views: 1900

Re: Ancient sieges/besieged system ideas

I would love to see a siege mechanic. There would be a reason to have multiple gates, since a town like Admag might be defensible, but if it's cut out it's SOL. The game would definitely need a stronger economy mechanic though. Food actually should come from somewhere, not just appear magically. Ye...
by Comrade
Mon Jun 25, 2018 9:32 am
Forum: Feature Requests
Topic: This game is glorifying a japan that never existed
Replies: 33
Views: 8977

Re: This game is glorifying a japan that never existed

overtyped wrote:
Fri Jun 22, 2018 8:18 am
All in all, japan was essentially like a more retarded version of medieval europe.
So the mod's are just overlooking this?

@Overtyped, you're abrasive tone and general euro-centric attitude are extremely off-putting. I dunno why the hell you are so triggered, but it's a game. Calm down.
by Comrade
Mon Jun 25, 2018 9:07 am
Forum: Feature Requests
Topic: Job removal key
Replies: 15
Views: 4111

Re: Job removal key

FerroMaljinn wrote:
Sun Jun 24, 2018 7:19 am
I find one of the simplest ways to travel is to have everyone bodyguard the slowest member of the the party.
You know there is a button on the interface to make them move as fast as the slowest person in the group.
by Comrade
Mon Jun 25, 2018 9:06 am
Forum: Feature Requests
Topic: Placing bounties / Naming bulding
Replies: 2
Views: 700

Re: Placing bounties / Naming bulding

Nice, although would require tons of extra work i bet. Also i'd love to see the ability to at least just change buildings' names, so it would say whatever you want instead of "Small Shack", "Stormhouse" etc. on the info panel when selected. Shouldn't be a lot of headache. that'd...
by Comrade
Thu Jun 21, 2018 1:19 am
Forum: Feature Requests
Topic: Ancient sieges/besieged system ideas
Replies: 10
Views: 1900

Re: Ancient sieges/besieged system ideas

I would love to see a siege mechanic. There would be a reason to have multiple gates, since a town like Admag might be defensible, but if it's cut out it's SOL. The game would definitely need a stronger economy mechanic though. Food actually should come from somewhere, not just appear magically.
by Comrade
Thu Jun 21, 2018 1:08 am
Forum: Bug reports
Topic: Smuggling seems to always fail
Replies: 4
Views: 1181

Re: Smuggling seems to always fail

Trying to sell smuggled drugs to a thief fence, or merchant saying "stolen goods? no problem!" it seems to always fail the transaction and give an "attempted smuggling" message. This also seems to happen on normal merchants whether you succeed in the roll or not. They appear to ...
by Comrade
Tue Jun 19, 2018 11:09 am
Forum: Bug reports
Topic: Smuggling seems to always fail
Replies: 4
Views: 1181

Re: Smuggling seems to always fail

I am having a similar issue. I am running a number of mods, but I'm not really sure that any of them would conflict with smuggling. Here is a save game: https://drive.google.com/open?id=1Wyvwn4qo7LXWDltOhtH0m7oMvbtwUUg7 I haven't tried selling hashish before, but I went to every merchant in squin, a...
by Comrade
Mon Jun 18, 2018 5:32 am
Forum: Bug reports
Topic: [0.98.31] Captured Flying Bull, then Slave Monger Erased Bounty
Replies: 0
Views: 284

[0.98.31] Captured Flying Bull, then Slave Monger Erased Bounty

I captured Flying Bull in New Kralia, stopped briefly in Squin to sell the weapons, and walked all night to get to my base in the hub. I set Flying Bull in a prisoner's cage since I figured it's a long walk to the U.C. A minute later the slave mongers swooped in and started picking my cage. They'd a...
by Comrade
Sun Jun 17, 2018 10:27 am
Forum: Gameplay
Topic: Town ownership question
Replies: 10
Views: 8800

Re: Town ownership question

No, I said you can delete the town, which can result in you gaining ownership of the buildings if your own outpost is close enough. thats a exploit i haven't heard of. thank you for pointing it out. im sure the Devs will close that loophole soon. That sounds so limiting. Why not make it a feature?
by Comrade
Sun Jun 17, 2018 10:21 am
Forum: Gameplay
Topic: Your feedback: Base Attacks & Campaigns
Replies: 49
Views: 41243

Re: Your feedback: Base Attacks & Campaigns

I would definitely appreciate a slider that allowed me to scale raid frequency up or down depending on what type of game I want to play. Also, someone mentioned this earlier, but I want to reiterate it: I like having secret bases, and it feels a bit unrealistic that the HN would know exactly where m...
by Comrade
Wed Aug 21, 2013 6:36 am
Forum: Gameplay
Topic: How does one properly enclose a wall?
Replies: 8
Views: 2257

Re: How does one properly enclose a wall?

Looks like it'll only be another week until some issues with the walls are fixed. If that's the case, then I can live with one gate open for the moment. Actually, there really hasn't been much of a difference between when my gates are opened or closed. I've been grinding out rum to sell for various ...
by Comrade
Mon Aug 19, 2013 7:27 pm
Forum: Gameplay
Topic: How does one properly enclose a wall?
Replies: 8
Views: 2257

Re: How does one properly enclose a wall?

Same here. If it matters, I have my outpost on top of a mountain pass between Skinner's and Eyesocket, so basically I have two walls facing opposite directions, with impassible cliffs on the other two sides. Dunno if that would cause a pathing issue or not (I recall something about inside-out gates ...